mordentral
(mordentral)
June 15, 2020, 4:26pm
4095
thelazylion:
Thank you for that confirmation, it helped me better narrow down what I may have done to cause , and turns out the uPhysicalAnimationComponent was set to replicate causing delay/lag on the physics… Turning it off has lessened the effect by about 75%… Still get random spikes of drag/lag, gonna keep tinkering.
Strangely enough now, the effect now happens only when rotating camera around. When the mesh faces “straight” forward/default rotation, it’s smooth, if the player rotates the cam any direction, the previous lag/delayed results begin … Very strange… I have no code tied to “rotation” of the mesh in sample. Maybe something to do with Fabrik’s or something in the AnimBP tied to camera control, not sure anymore…
[video]https://streamable.com/vn4up8[/video]
In the video, the massive drag happens after I move the mouse a bit on the smaller window… The drag/lag doesn’t happen on other clients, only visible to the local player and their character. Really annoying
Here’s a better example.
[video]https://streamable.com/x8ngpi[/video]
Same results with uPhysicalAnimationComponent disabled or enabled.
Could be something with the Replication Type setting under VRGrip settings… But I’m not sure to be honest. Do those trigger only on grip or always?
Thanks again, and I know might not have anything to do with the Plugin, but if anything comes to anyone’s mind, lemme know.
Are these grippable skeletal meshes? If so, the only time that replication is altered is in ClientAuth grip mode, and only after a grip (if client auth throwing is enabled it stays around for a little bit).
Regardless, the character itself does not get any changes, and jittering wouldn’t be the effect of that anyway.
A little curious why replicating the animation component was even doing anything though, since its not moving itself.